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Table of Contents
Introduction ............................................... 3
Credits
Barbarian: Path of the Retiarius ............ 5 Authors: Spyros Kanellopoulos, Adonis Kanellopoulos
Cleric: Ocean domain ................................ 6 Special thanks: To Nikolas Kalavros and reddit user
TigerKirby215 for their insights and advices.
Feats .............................................................. 9 Art: All the art is received from the free art packs offered
by the DM's Guild except:
Chosen of the Sea .................................................................... 9 (Cover) ArtTower, image taken from Pixabay
Tri-bladed Defender ................................................................. 9 (pg. 3) intographics, image taken from Pixabay
(pg. 4) Ery Prihananto, image taken from vecteezy and
Trident Adept ............................................................................ 9 sinisamaric1 image taken from Pixabay
(pg. 6) sinisamaric1, image taken from Pixabay
Weapons ....................................................... 9 (pg. 8) GDJ, image taken from Pixabay
Military fork .............................................................................. 9 (pg. 9) Parker_West, image taken from Pixabay
(pg. 11) BilliTheCat, image taken from Pixabay
Magic Items ................................................ 10 Designed by GM Binder
Νpc stat blocks ......................................... 12
Ocean priest ........................................................................... 12
Retiarius .................................................................................. 13
Battle-Hardened Retiarius ................................................... 13
If you buy the product I would appreciate your opinion at
the reviews good or bad, so I can improve. :)

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Spyros Kanellopoulos and published under the Community Content
Agreement for Dungeon Masters Guild.

2
Introduction

T
his supplement covers the trident weapon in Faithfull of the sea
many different aspects. You will find Many deities have claimed the ocean as their domain. These
subclasses and monsters based on it, new divine creatures are usually worshiped by races living in the
feats that expand it, a new trident-like weapon sea but also rarely from inhabitants of land. The priests of
and of course new magic items to use at your these deities embody the dual nature of the sea: healing like a
leisure. soothing stream or attacking like a ferocious wave. They are
I was always bothered by the fact that the able to manipulate water as they desire and are masters of
trident is a heavier less accessible version of the spear. This the trident weapon imbuing it with magic to achieve the
supplement is here to lift the spirits of players that want to desirable outcome. Most of them try to protect the aquatic
have a trident based character with unique and interesting environments but some, depending on the god they worship
options. See this module as a source to steal ideas and might have more destructive tendencies.
implement them into your campaign and not as one packet Here are presented the gods that are represented by the
that only goes together. Thus, the variety of options presented dominion domain:
here is to make sure that at least one of them will intrigue
you, and you will want to include it on your campaign. So, Deity Alignment Domains Symbol
without further delay lets try to tame some waves! Deep Sashelas, god Nature, Light blue
CG
of marine beasts Ocean dolphin
The trident weapon and its users
The trident looks like a three-pronged spear. Its shaft is Sekolah, god of the
LE
Ocean,
Black fin
usually made from wood and its three prongs are made from Sahuagin War
metal or corals. It can be used as a weapon or as a fishing Umberlee, goddess Ocean, Wave curling
tool. Many gods of the sea have claim the trident as their of sea
CE
Tempest left and right
weapon of choice and thus, many sea creatures are equipped
with it. For them, it represents their home and the deities that Ocean,
Cloud with
look after them. In land, where there are no such bonds, it is Valkur, god of waves LE
War
three lightning
bolts
rarely preferred over the spear since it is heavier and harder
to master. Having mention that, there are some warriors who
pair this uncanny weapon with a net to overcome their
adversaries.
Retiarius: Sand, blood and glory
There are a lot of types of gladiators, but the Retiarius is the
one with the most peculiar appearance. With equipment that
would suit a fisherman, he often looks like a denizen of the
sea or a common peasant returning from fishing. In the
arena, he relies more on his wits than brute strength. He
usually attempts to entrap enemies with his net and finish
them off with his trident while they are still confined. If he
loses his main weapons his last line of defense is a small
shortsword that he handles with grace.
The life in the arena comes with its marks. Having their life
on the line every day exacts a toll on gladiators and a typical
Retiarius may gain certain behaviors from this:
Retiarius' characteristics
d6 Characteristic
I adore my scars and I use every opportunity to share
1
how I got them.
I have lost and even killed many friends in the arena.
2
Thus, I am hesitant to like new people that may perish.
I may spare my enemies if I believe that the audience
3
will like it.
4 I breathe and walk to acquire glory.
Sometimes I try to achieve unnecessary maneuvers
5
that I believe make me look remarkable.
6 I can't bear to see a fight that's not just for both sides.

3
Barbarian: Retiarius
The net rules confuse me can you
"I say we advance right now. A real gladiator formulates his help me a bit?
plan in the arena."
Of course my dear green box, lets start with some
-- Ganazur, half orc Retiarius advising his adventuring party facts about the net weapon that will help us to
on their plan of action. understand what you are allowed to do it with
combat:
Retiarius Features A net attack is always made with disadvantage
Barbarian Level Feature unless you have certain feats.
Since it is a range weapon you have disadvantage
3rd Raised to Impress, Retiarius' Way when attacking with a net at 5 ft. and you have
6th Vigilant strike disadvantage when you attack at long range. You
can overcome this by taking the crossbow expert
10th Unpredictable motion or the sharpshooter feat respectively.
The ability modifier used for a ranged weapon
14th Lunge attack attack is Dexterity.
The net is a ranged weapon and thus uses
Raised to Impress Dexterity for its attack.
Starting when you choose this path at 3rd level, you gain A net attack prevents you from making additional
proficiency in the Performance skill. You may add your attacks for a particular action, not the entire round.
Strength modifier instead of Charisma when rolling for this For example, if you attack with a net during your
action, you can attack during your bonus action
ability check. and reaction.
You can't dual wield trident and net, even with the
Retiarius' Way Dual Wielder feat.
At 3rd level, you become a master of utilizing the typical Two-weapon fighting works with melee
Retiarius' weapons in ways that seems superhuman. While weapons. A net is a ranged weapon.
you are raging you gain the following effects: What of the above this subclass changes:
While you are raging the net is treated as a
If you attack a creature with a net 5 feet from you, you can melee weapon which means you can use your
treat it as a melee weapon. In addition, when you Strength modifier for its attacks and you don't have
successfully restrain a creature using a net you can use disadvantage against creatures within 5 ft. of you.
your bonus action to make a weapon attack against it Additionally, you can attack a creature with a
using a trident. trident using bonus action each time you restrain it
When you attack a restrained creature with a trident you with a net
deal one extra die of its damage.
Vigilant Strike .
Starting at 6th level, you can punish enemies that attempt to
escape your grasp. While you are raging and a restrained
creature within 5 feet of you tries to make an ability check or
saving throw to end the restrained condition, you can use
your reaction to make an opportunity attack against it. If this
attack hits, the enemy creature has disadvantage on their roll
to escape.
Unpredictable motion
At 10th level, you have acquired enough experience capturing
others, learning how to overcome similar techniques. You can
cast the freedom of movement spell without using a spell slot
or material components, but its range is self and its casting
time becomes 10 minutes. Once you use this feature, you
must finish a long rest before you can use it again.
Lunge attack
Beginning at 14th level, while you're raging, your charges
lead to a ferocious strike. If you move at least 15 feet in a
straight line toward a target, and then you successfully make
a weapon attack using a trident on the same turn, you deal an
extra 2d8 piercing damage. Once you use this feature, you
can't use it again until the start of your next turn.

4
Ebb: When you successfully make a range weapon attack
Cleric: Ocean domain using a trident against a Large or smaller creature within 20
feet of you, you can produce a stream of water that pulls it up
"The sea may be a cruel mistress, but I warn you the to 20 feet closer to you, if they fail a Strength saving throw
creatures that dwell in it are worse. This trident is not only against your spell save DC. If the creature ends up within 5
for protection, but also to show them that we are on the same feet of you after this movement, you may retrieve your trident.
side." Each part of this feature expends a charge, and you have
--Abystrus, Human follower of Deep Sashelas charges equal to your proficiency bonus. You regain all
expended charges of it when you finish a long rest.
Ocean domain features Channel Divinity: Call of the Deep
Cleric Starting at 2nd level, you can use your Channel Divinity to
Level Feature protect you and your allies with warding water.
1st
Domain Spells, Bonus Proficiencies, Ebb and As an action, you present your holy symbol, and a sphere of
Flow clear water sprouts from you. The sphere is centered on you,
2nd Channel Divinity: Call of the Deep
has a 10-foot radius, moves with you, and it lasts for 1 minute
or until you are incapacitated or die.
6th Tidal Empowerment The area of the sphere is considered difficult terrain for all
8th Divine Strike (1d8) creatures of your choice that do not have swimming speed. In
addition, these creatures are subjected to the effects of
14th Divine Strike (2d8) underwater combat regarding their weapon attacks. Every
17h Aquatic Overflow creature in the sphere is considered fully immersed in water
regardless if you choose to impose the mentioned effects and
Domain Spells thus have resistance to fire damage.
You gain domain spells at the cleric levels listed in the Ocean Tidal Empowerment
Domain spells table. See the Divine Domain class feature for At 6th level, you expand your command over the waves to
how domain spells work. further aid you in combat. Whenever, you activate your Ebb
Dominion Domain Spells and Flow ability you gain the following additional effects.
Flow: The target is shaken and can take either an action or
Cleric Level Spells a bonus action in his next turn, but not both.
1st create or destroy water, fog cloud Ebb. When the target ends up within 5 feet from you due
3rd Melf's acid arrow, misty step
to this ability you gain 1d8 temporary hit points.
5th tidal wave, water breathing Divine Strike
7th control water, watery sphere
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
9th conjure elemental, maelstrom creature with a weapon attack, you can cause the attack to
deal an extra 1d8 acid damage to the target. When you reach
Bonus Proficiencies 14th level, the extra damage increases to 2d8.
When you choose this domain at 1st level, you gain Aquatic Overflow
proficiency with tridents, nets, and you have a swimming
speed of 30 feet. If you already have swimming speed you At 17th level, the water that you summon expands and gains
instead increase it by 10 feet. healing properties: the sphere created by your Call of the
Deep increases its radius to 30 feet and your allies including
Ebb and Flow yourself regain 2d6 + your wisdom modifier hit points when
At 1st level, you can request the aid of the sea to imbue magic they start their turn in the sphere.
into its chosen weapon, the trident. Depending on the type of
attack you make you can use one of the following abilities.
Flow: When you successfully make a melee weapon attack
using a trident against a Large or smaller creature you can
produce a stream of water that pushes it up to 20 feet away
from you, if they fail a Strength saving throw against your
spell save DC.

5
When a creature you can see hits you with a melee attack,
Feats you can use your reaction to reduce the damage you take
The following feats are here to provide more options for by 1d6 or by 1d10 if the damage type is slashing.
players that want their characters equipped with tridents. You have advantage on ability checks and saving throws
The trident adept feat gives some all-around passive buffs for against effects that would knock you prone or move you
trident users while the Tri-bladed defender feat grants against your will.
defensive abilities to trident armed characters. Finally, the
Chosen of the Sea gives you more options and new powers in
aquatic environments. Weapons
Chosen of the Sea Weapon Cost Type Damage Weight Properties
Prerequisite: Proficiency with the Trident weapon Heavy, thrown
Military 20 1d6
Martial 5 lb. (range 20/60),
You have honed your swimming abilities and connection with fork gp piercing
versatile (1d10)
the sea. You gain the following benefits:
You gain a swim speed equal to your walking speed. If you Military fork: The military fork is a pole weapon with
already have swimming speed you instead increase it by usually a wooden shaft and only two steel prongs which have
10 feet. Additionally, you can hold your breath for a a wide gap between them. Like many other weapons, the
number of minutes equal to 10 + your constitution military fork has been inspired by daily tools, in this case the
modifier. pitchfork. All forks offer longer tips compared to the trident,
You can cast each of the following spells once with this and being heavier, it can be extremely dangerous when
ability but only for creatures that have an innate wielded with two hands.
swimming speed: speak with animals and locate animals
or plants. You regain the ability to cast these spells when
you finish a long rest.
Choose one of the following weapons: daggers, javelins,
shortswords, spears, or tridents. While underwater you
have advantage on melee attacks with the chosen weapon.
Trident Adept
Prerequisite: Proficiency with the Trident weapon
The trident is a rarely used weapon, but in your hand it
becomes an object to be feared. You gain the following
benefits:
When you use a trident, its damage die changes from a d6
to a d8, and from a d8 to a d10 when wielded with two
hands. (This benefit has no effect if another feature has
already improved the weapon’s die.)
When you use a trident, its range changes from 20 to 30
feet and from 60 to 90 feet, for the normal and the long
range respectively.
Whenever you have advantage on a melee attack roll you
make using a trident and hit, you can knock an item small
enough to be held by one hand that the target is holding
within 10 feet from you if the lower of the two d20 rolls
would also hit the target.
When you score a critical hit using a trident to a creature,
you can reduce its speed to 0 until the end of its next turn.
Tri-bladed Defender
You can use the trident for defensive ways against swinging
blades and fangs of beasts alike, utilizing its unique nature as
a weapon. While you are wielding a trident you gain the
following benefits:
When a creature hits you with an attack while you are
holding a trident, you gain a +2 bonus to AC against all
subsequent attacks made by that creature for the rest of
the turn.

6
The target has disadvantage on saving throws to resist
Magic items poison delivered this way. Alternatively, if a prong has a
corrosive liquid like acid the damage is added to that of the
Curled Terror weapon's. Due to the same mechanism operating all the
Weapon (trident), rare (requires attunement) prongs, only one liquid can be injected per hit.
Once a prong is used you need an action to fill it again with
Created by a now long forgotten cult, this weapon is unique a new liquid.
since One of its prongs is shaped like a drill.
Through the magic cast on the weapon all the blood from Infernal Calling
the blades is absorbed by it dealing an extra 1d6 necrotic Weapon (trident), very rare (requires attunement)
damage to any target with blood it hits.
Once per day you can cause a fountain of blood to erupt The prongs of this weapon are filled with barbs and along its
from the trident coating everything in a 15 feet radius around shaft there are depictions of the tortured souls of hell.
you marking that area for 1 minute before it dissipates. The You can use a bonus action to infuse the weapon with some
blood has a conscious of its own supporting your movements of your blood taking 1d6 necrotic damage that cannot be
and hindering your enemies in the marked area, giving reduced in any way, to ignite the weapon with green bright
advantage to any attack you launch from within that area, or hellfire for 10 minutes. For the duration of this ability the
against anyone inside this area. You regain this ability daily at weapon deals an extra 1d8 fire damage while also providing
dawn. bright light in a 20-foot radius and dim light for an additional
20 feet. You can not use this ability again before a long rest.
Elemental might Once per day you can cast summon fiend but only the devil
Weapon (trident), very rare (requires attunement) option. Once you use this feature, you can't use it again until
the next midnight.
These tridents were created to honor five sorcerers, each
specialized in a different element, who dedicated their lives to
protect the land from chromatic dragons.
This weapon functions as a Dragon Slayer, and it returns
to the wielder’s hand immediately after it is used to make a
ranged attack.
The Elemental Might has 7 charges and regains ld4 + 3
expended charges daily at dawn.
If you are attuned to the trident you can use an action and
expend 1 or more charges to cast one of the following spells
(save DC 15) from it: absorb elements (1 charges), elemental
bane (4 charges) elemental weapon (2 charge or 4 charges
for 5th level) and protection from energy (3 charges).
Eternal Fissure
Weapon (trident), legendary (requires attunement)
This long dark blue trident seems to fade away from time to
time only to appear back again at its place.
You gain a +3 bonus to Attack and Damage Rolls made
with this Magic Weapon
The Eternal fissure has 5 charges and regains ld3
expended charges daily at dawn.
If you are attuned to the trident you can use an action and
expend 1 or more charges to cast one of the following spells
(save DC 15) from it: dimension door (2 charges), far step (3
charges) gate (5 charges) and plane shift (3 charges).
If you expend the trident's last charge, roll a d4. On a 1, the
trident cracks and loses two charges permanently. If the
charges are reduced to zero, the trident crumbles into ashes
and is destroyed.
Hollow Point Trident
Weapon (trident), uncommon
This bright red trident has a hollow space designed for
holding liquids inside each of its 3 prongs. Three small
buttons on the base of the handle, allow the injection of the
liquid inside the opponent after a successful attack.

7
creature struck by it must succeed on a DC 12 strength
Lighting Torrent saving throw or be knocked prone and take 2d6 bludgeoning
Weapon (trident), rare (requires attunement) damage or half in a success. The trident can't be used this
way again until the next dawn.
Infused with lighting this weapon has a simplified designed,
with the only noticeable feature being the zigzagging nature Secutor’s Dread
of its shaft which is reminiscent of a thunder. Weapon (trident), rare
After being thrown this weapon returns to the owner's
hand at the end of the turn. In addition, while you hold the You gain a +1 bonus to Attack and Damage Rolls made with
trident, you have resistance to lightning damage. this Magic Weapon and you gain +1 to AC while wielding this
Electric Surge: You can send an electrical current surging weapon with both hands.
through the weapon for 1 minute. During that time the Once per turn, when you roll for damage for a melee
weapon deals an extra 1d6 lightning damage and any weapon attack against a restrained creature, you can reroll
creature struck by it can't take reactions until the start of its the weapon's damage and use either total.
next turn. The trident can't be used this way again until the
next dawn. Triceratops Memory
Weapon (trident), rare (requires attunement)
Mirror’s Edge
Weapon (trident), rare (requires attunement) The green carved head of this trident resembles the head of a
triceratops and the handle is decorated beautifully with
This trident looks is transparent and seemingly made out of scenes from the lives of these ancient beasts.
glass. Despite that, its sturdiness is unparalleled and its This trident has 3 charges and the wielder can spend 1
ability to distort light can be used to the wielder's advantage charge to activate one of the following effects:
Due to its transparent material, keeping track of this Fearsome Strength: You can use a bonus action to draw
trident is hard in dim light or darkness and thus, you gain a upon the power of the triceratops. When you hit a creature
+2 bonus to Attack and Damage Rolls made with it under with a weapon attack using this weapon, you can cause the
those conditions. attack to deal an extra 1d8 force damage to the target. This
Once per day while fighting in the presence of sunlight you effect lasts for 1 minute.
can use an action to emit dazzling light from this trident. Smashing Charge: You can use an action to form an
Every creature in a 15-foot radius must succeed on a DC 14 illusionary triceratops around you and then charge in a
Constitution saving throw or become blinded for 1 minute. At straight line up to 30 feet multiplying your mass by 10.
the end of each of its turns, each target can make another During that movement you can move through enemy space,
constitution saving throw. On a success, the effect ends on but you must end your turn in an empty space. Anything in
the target. your way must succeed either in DC 15 Dexterity saving
throw to avoid you or must make a DC 20 strength check to
Sea Trident stop you. If they fail the saving throw or the check they take
Weapon (trident), uncommon 2d10 force damage and are knocked prone.
This opal trident is made of corals and sea rocks. You can use The trident regains 1d3 expended charges daily at dawn.
a bonus action to stab the trident in any solid surface within
60 feet of you, creating a geyser of saltwater that spews forth
in a line 30 feet long and 5 feet wide from the point you
planted the trident in a direction of your choosing. Any

8
Aquatic Grace. While you are in or within 100 feet from the
Trident of the Depths sea, your Dexterity increases by 2, to a maximum of 22. In
When Poseidon saw Amphitrite he was mesmerized by her addition, you can breathe underwater and you gain
grace and wittiness and tried to impress her with his powers. swimming speed equal to your movement, or if you already
This only angered her, and she refused him running away at have swimming speed, you double it.
the farthest ends of the seas to escape him, claiming she Mastery of Water. You learn the tidal wave, maelstrom and
would only join him as his wife if he saw her as his equal. control weather spells, each of which you can cast once
Thus, Poseidon decided to create a trident for her which, without expending a spell slot. You regain the ability to cast
like his own, would give her authority over the sea. But the the spells in this way at the next dawn.
cyclops who has created his own trident had long since been Armor of the Depths. Green scales cover you from head
banished to the depths of Tartarus because the gods feared to toe giving you resistance to piercing, slashing and
their gifts of creation. bludgeoning damage from nonmagical attacks. The scales
In desperation, he turned to the races of the material plane cannot be removed except by the death of the wielder or by
and offered anyone who helped create a weapon to rival his using greater restoration.
own access to any of the seas' bounty. Any lost treasure, any Regeneration. While you are attuned to the trident you
natural resource they could name it, and it would be theirs. regain 10 hit points at the start of your turn. You don't gain
The offer attracted craftsmen, wizards and artificers from this benefit if you have 0 hit points.
far and wide and from many races. United by their common Wrath of the Seas. The trident can cause a special
greed they worked together and combined their expertise and tsunami to form and direct it according to the wielder's
used the best materials Poseidon could provide including a wishes. You can use an action to cast the tsunami spell (spell
drop of his blood. save DC 20) ignoring its casting time, and you can designate
After 21 days and nights of constant effort they created a a number of friendly creatures that are not affected by it.
masterpiece worthy of a god. Poseidon rewarded the Once you use this ability you gain 4 levels of exhaustion and
craftsmen with mythic riches and claimed the Trident of the the trident cannot function this way again for one year .
Depths. Made of metal only found in underwater volcanoes, it Destroying the Trident. The trident can only be destroyed
has a vibrant gold color and a large sapphire coral at its edge. at the heart of an underwater volcano. It must stay there for
The metal itself seems to be moving like waves and the 21 days without interruption, otherwise the process must
weapon always feels cool to the touch. start again. While being destroyed it will emit ultrasound
Unfortunately, when Poseidon presented it to Amphitrite waves, summoning all nearby underwater creatures who will
she said that if this weapon is equal to his, he could keep it, feel compelled to halt its destruction.
and she would have his own trident. Poseidon hesitated only
for a moment, but that was enough for Amphitrite. She
picked her gift and threw it in the oceans as far as possible,
declaring that no gift would make her love him when he still
didn't consider her his equal.
Since then, the trident travels along the ocean currents. It
is said that anywhere it appears giant storms rock the seas,
and beasts only usually seen in the depths of the oceans, rise
and wreak havoc in the surface.
The Trident of the Depths is a magic weapon that grants +3
to attack and damage rolls made with it. The trident also
functions as a trident of fish command and a sword of life
stealing.
Random Properties. The Trident of the Depths has the
following random properties:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property

9
ΝPC Stat blocks
The following stat blocks are here to create ally NPC trident Retiarius
armed creatures for your players or villains to fight them. Medium humanoid (any race), any alignment
They are designed accordingly to the path of the retiarius and
the ocean domain subclasses even though they deviate Armor Class 17 (Unarmored defence, Shield)
sometimes to make it easier for the DM to run these stat Hit Points 52 (7d8 + 21)
blocks in combat. Speed 40

Retiarius STR DEX CON INT WIS CHA


Retiarus is the name of the gladiators that are armed with a 16 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0)
trident and a net. They usually start and end their career
inside an arena and have little interest in the outside world.
Rarely, these men and women can have a life out of this Saving Throws Str +6, Con +6
Skills Athletics +6, Acrobatics +5, Performance +6
environment, usually serving as mercenaries or as hunters. Senses Passive Perception 11
On occasion, these gladiators work in circuses, performing Languages any one languages (usually Common)
feats of superhuman strength to impress and earn their Challenge 3 (700 XP)
livelihood.
Rage (Recharges after a Short or Long Rest). As a
bonus action, the retiarius can enter a rage at the
start of its turn. The rage lasts for 1 minute or until
the retiarius is incapacitated. While raging, the
retiarius gains the following benefits:
The retiarius has advantage on Strength checks
and Strength saving throws.
When he makes a melee weapon attack, the
retiarius gains a +2 bonus to the damage roll.
The retiarius has resistance to bludgeoning,
piercing, and slashing damage.
When he attacks a creature with a net 5 feet from
him, the retiarius treats it as a melee weapon
attack. In addition, when he successfully restrains
a creature using a net the retiarius can use a
bonus action to make a trident attack against it.
When he attacks a restrained creature with a
trident he deals an extra 1d6 piercing damage.

Actions
Multiattack. The retiarus makes one net attack or two
attacks with its trident or shortsword.
Trident. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6
+ 3) piercing damage, or 7 (1d8 + 3) piercing
damage if used with two hands to make a melee
attack. If the retiarius is raging the damage changes
to 8 (1d6 + 5) or 9 (1d8 + 5) piercing damage
respectively.
Net: Melee (Only when raging) or Ranged Weapon
Attack: +5 to hit, reach 5 ft. and range 5/15 ft., one
target. Hit: The target is restrained. A creature can
use its action to make a DC 10 Strength check to
free itself or another creature in a net, ending the
effect on a success. Dealing 5 slashing damage to
the net (AC 10) frees the target without harming it
and destroys the net.
Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage or
8 (1d6 + 5) piercing damage while raging.

10
Battle-Hardened When he attacks a creature with a net 5 feet from
him, the retiarius treats it as a melee weapon attack.
Retiarius In addition, when he successfully restrains a creature
using a net the retiarius can use a bonus action to
Medium humanoid (any race), any alignment make a weapon attack against it using a trident.
When he attacks a restrained creature with a trident
Armor Class 20 (Unarmored defence, Shield) he deals an extra 1d6 piercing damage.
Hit Points 209 (22d8 + 110)
Speed 40 Brutal Critical. The retiarius rolls two additional
weapon damage dices when determining the extra
damage for a critical hit with a melee attack.
STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 20 (+5) 11 (+0) 13 (+1) 12 (+1)
Actions
Multiattack. The retiarus makes one net attack or three
Saving Throws Str +10, Con +10 attacks with its trident or shortsword.
Skills Athletics +10, Acrobatics +8, Performance +10 Trident. Melee or Ranged Weapon Attack: +10 to hit,
Senses passive Perception 11 reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 +
Languages any one languages (usually Common) 5) piercing damage, or 9 (1d8 + 5) piercing damage if
Challenge 12 (8,400 XP) used with two hands to make a melee attack. If the
retiarius is raging the damage changes to 12 (1d6 + 9)
Innate Spellcasting. The retiarius' can innately cast the or 13 (1d8 + 9) piercing damage respectively.
following spell, requiring only verbal components:
Net: Melee (Only when raging) or Ranged Weapon
1/day: freedom of movement Attack: +8 to hit (Or +10 for melee), reach 5 ft. and
range 5/15 ft., one target. Hit: The target is restrained.
Lunge Attack. If the retiarius moves at least 15 feet A creature can use its action to make a DC 10 Strength
straight toward a target and then hits it with a trident check to free itself or another creature in a net, ending
attack on the same turn, the target takes an extra 9 the effect on a success. Dealing 5 slashing damage to
(2d8) piercing damage. the net (AC 10) frees the target without harming it and
Rage (Recharges after a Short or Long Rest). As a bonus destroys the net.
action, the retiarius can enter a rage at the start of its Shortsword. Melee Weapon Attack: +10 to hit, reach 5
turn. The rage lasts for 1 minute or until the retiarius is ft., one target. Hit: 8 (1d6 + 5) piercing damage or 12
incapacitated. While raging, the retiarius gains the (1d6 + 9) piercing damage while raging.
following benefits:
The retiarius has advantage on Strength checks and Reactions
Strength saving throws. Vigilant strike. In response to a creature attempting to
When he makes a melee weapon attack, the retiarius end the restrained condition within 5 feet of the
gains a +4 bonus to the damage roll. retiarius, it can make one melee weapon attack with its
The retiarius has resistance to bludgeoning, piercing, trident. If the attack hits the creature has disadvantage
and slashing damage. on their roll to escape.

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Battle-Hardened Retiarius
Battle-Hardened Retiarius are gladiators that have bested
Ocean priest every opponent this far with their tactics and might. They are
Medium humanoid (any race), any alignment living legends in the arena and champions for the crowd.
Some have retired and train the new generation or fight for a
Armor Class 19 (half plate, shield)
personal cause or someone they value.
Hit Points 60 (8d8 + 24)
Speed 30 ft., swim 30 ft. Ocean Priest
Ocean priests worship deities of the sea and the darkest
depths. They are most common to the races that dwell in
STR DEX CON INT WIS CHA water but there is not few the times that a creature of the
18 (+4) 15 (+2) 14 (+2) 11 (+0) 16 (+3) 13 (+1) land gives his devotion to a god of water. These are usually
sailors or people who their well-being is depend and on big
Saving Throws Wis +6, Cha +4 bodies of water like fishermen or traders.
Skills Athletics +7, Nature +3, Survival +6 These priests are able to tame the waves and the marine
Senses passive Perception 13 beasts alike. They always wield a trident as is the most iconic
Languages any two languages weapon of the sea and they can bless this weapon to give it a
Challenge 5 (1800 XP) number of perks. When they are cornered they can call the
sea itself to protect them from their enemies.
Spellcasting. The ocean priest is a 8th-level
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 14, +6 to hit with spell attacks). The ocean
priest has the following cleric spells prepared:
Cantrip (at will): light, resistance, toll the dead
1st level (4 slots): create or destroy water, fog
cloud, protection from evil and good, purify food
and drink, shield of faith
2nd level (3 slots): hold person, Melf's acid arrow,
misty step, spiritual weapon
3rd level (3 slots): tidal wave, water breathing, water
walk
4th level (2 slots): banishment, control water,
watery sphere
Actions
Trident. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 3) piercing damage plus 4
(1d8) acid damage. If the target is a Large or smaller
creature, it must succeed on a DC 14 Strength or be
pushed up to 20 feet away from him and can take
either an action or a bonus action in his enxt turn,
but not both.
Call of the (Recharges after a Short or Long Rest). The
priest creates a sphere centered on him that has a
10-foot radius, moves with him and it lasts for 1
minute or until he is incapacitated. The area of the
sphere is considered difficult terrain for all creatures
of his choice that do not have swimming speed. In
addition, these creatures are subjected to the
effects of underwater combat while inside the
sphere regarding their weapon attacks. Every
creature in the sphere is considered fully immersed
in water regardless if he chooses to impose the
mentioned effects and thus have resistance to fire
damage.

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